Necro-knight (5e Creature)
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Medium humanoid (any race), any non-good alignment
Saving Throws Wis +5, Cha +6
Defense Fighting Style. While the knight is wearing armor, it gains a +1 bonus to its AC (included in AC).
Magic Weapons. The knight's weapon attacks are magical.
Multiattack. The knight makes two attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Marshal Undead. The knight targets one undead creature that it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's verbal or telepathic commands until the knight dies or uses its Release Undead feature. The knight can command a number of undead with a combined Challenge Rating of 3 (a creature with a CR of 0 is considered to have a CR of 1/8).
Release Undead. The knight frees from its command any number of creatures affected by the knight's Marshal Undead feature.
A necro-knight is a warrior who has harnessed necromantic magic to command squads of undead soldiers in battle. Most necro-knights serve an undead or fiendish master, either directly or indirectly, while others live solitary lives as bounty hunters or brigands. Necro-knights are almost never encountered alone; they are typically accompanied by their undead minions and their mount summoned via find steed.